Each Race and Personality has a unique ability that reflects its core strengths and theme. These abilities are categorised as either Passive, Active (With duration), Active(Consumable Effect).
+25% Wizards Per Acre (WPA)
+30% Arcane Arts Science Books Produced
+100% Runes Refunded on Spell Success
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Night Rangers | (10, 0) | |||
Druids | (0, 11) | |||
Drows | (9, 7) | 1,600gc | 6.5 | |
Mercenaries | (7, 0) | |||
Prisoners | (7, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Mage's Fury, Guile and Nightmare
Magic and mischief spiral out of control, unleashing unpredictable destruction upon our enemies. No one can predict the extent of the chaos, only that devastation is certain.
For the duration of the day when activated, all offensive spells and sabotage operations deal a random increased damage bonus between +10% and +30%.
24 Utopian Days
Until use or next day.
+60% Science Effectiveness - Production
+30% Science Effectiveness - Strategy
+30% Arcane Arts Science Books Produced
Drought Immunity
Immune to Amnesia
Storms Immunity
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Huldras | (10, 0) | |||
Nymphs | (0, 11) | |||
Will O The Wisps | (7, 10) | 1,800gc | 7.0 | |
Mercenaries | (7, 0) | |||
Prisoners | (7, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Blizzard, Greater Protection and Fog
Necromancers forge a dark pact, harvesting life from the battlefield. After each successful attack, they reanimate the fallen, converting fallen enemy units into wizards, soldiers, and peasants to serve their sinister cause.
After each successful attack, The Necromancer converts:
10% of the enemy's killed units into Wizards.
10% of the enemy's killed units into Soldiers.
20% of the enemy's killed units into Peasants.
+15% Building Efficiency
+40% Science Effectiveness - Resilience
+30% Economy Science Books Produced
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Warriors | (10, 0) | |||
Axemen | (0, 10) | |||
Berserkers | (8, 8) | 1,600gc | 6.5 | |
Mercenaries | (7, 0) | |||
Prisoners | (7, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Mist, Fools Gold and Scientific Insight
War Heroes are celebrated for their valor and triumphs on the battlefield. By invoking War Trophies, they inspire their forces to fight with unparalleled honor, amplifying the whole province.
While active, grants double honour bonuses.
24 Utopian Days
12 Utopian Days
+25% Wizards Per Acre (WPA)
+30% Military Science Books Produced
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Rangers | (10, 0) | |||
Archers | (0, 11) | |||
Elf Lords | (10, 5) | 1,600gc | 5.75 | |
Mercenaries | (7, 0) | |||
Prisoners | (7, 0) | |||
War Horses | (2, 0) | |||
Thieves | 500gc |
Pitfalls, Clear Sight and Mind Focus
Warriors embody unshakable resolve and unmatched discipline, drawing upon their indomitable spirit to rally their forces. When invoked, this ability inspires their armies to fight with heightened efficiency, turning the tide of battle in their favor.
Once activated Warriors gain 5% Military Efficiency for 6 days.
24 Utopian Days
6 Utopian Days
+20% Science Book Production
+25% Thievery Per Acre (TPA)
Prisoners convert into Thieves over time
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Swordsmen | (10, 0) | |||
Archers | (0, 10) | |||
Knights | (9, 5) | 1,600gc | 5.5 | |
Mercenaries | (14, 0) | |||
Prisoners | (14, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Quick Feet, Heroes Inspiration and Ghost Workers
Humans excel in diplomacy, allowing them to negotiate favorable outcomes.
Upon activation, an additional extreme activity bonus is provided.
24 Utopian Days
Instant
+30% Birth Rate
-50% Draft Cost
+30% Military Science Books Produced
Off/Def | Cost | NW | ||
---|---|---|---|---|
Soldiers | (3, 0) | |||
Goblins | (11, 0) | |||
Trolls | (0, 10) | |||
Ogres | (12, 3) | 1,900gc | 5.75 | |
Mercenaries | (7, 0) | |||
Prisoners | (7, 0) | |||
War Horses | (3, 0) | |||
Thieves | 500gc |
Bloodlust, Aggression and Wrath
The war effort spares no one. Those who once served in fields and forges now stand shoulder to shoulder, ready to fight.
For the next 6 days, Specialist credits may be used to train Peasants directly without the need for Soldiers. 3 Specialist credits and 1 Peasant are needed to train each unit. Be warned though, we cannot train peasants if we do not have enough to sustain our lands!
24 Utopian Days
6 Utopian Days
-30% Rune Cost (excluding Ritual)
+125% Thieves' Den Effectiveness
+2% Extra Mana Per Tick
+2% Extra Stealth Per Tick
+70% Increased Wizard Production
Defensive specialist gets +1 strength (Does not increase Networth)
Elite gets +5 defensive strength
Elite gets +2 offensive strength
Convert Specialists into Elites on Attack
Gluttony, Sloth, Vermin, Mage's Fury and Chastity
Greater Arson
Propaganda
Steal War Horses
Arcane energy surges beyond control, warping the very fabric of magic. Each strike not only harms but erodes the foundation of enemy rituals, unraveling their potency with every spell cast.
(In War) Every successful offensive spell also reduces enemy ritual effectiveness by 0.25%.
+10% Defensive Military Efficiency
+100% Land Effect - Guilds
+80% Science Effectiveness - Channeling
+3% Extra Mana Per Tick
+50% Land Effect - Towers
Convert Specialists into Elites on Attack
Elite gets +4 defensive strength
Elite gets +1 offensive strength (Does not increase networth)
Can cast Support spells on Kingdom mates
Fountain of Knowledge, Nightfall, Soul Blight, Meteor Showers and Amnesia
Elves possess an innate connection to the flow of magic, drawing power from ancient wells of mana hidden deep within their forests. When called upon, these reserves replenish their magical strength, allowing them to harness their arcane abilities with renewed vigor.
Restore mana by 50%.
24 Utopian Days
+50% Honor Bonus
-25% Honor Losses
-25% Own casualities when attacking
-25% Own casualities when defending
+40% Science Effectiveness - Shielding
+40% Science Effectiveness - Valor
War Horse gets +1 strength
Convert Specialists into Elites on Attack
Elite gets +3 defensive strength
Elite gets +3 offensive strength
Divine Shield, Greater Protection, Salvation and Heroes Inspiration
For every warrior who falls, another rises in their place. Through battle, we find honor, and through sacrifice, we are reborn.
35% of Military Casualties return as Soldiers on attack.
-15% Attack Travel Time
+25% Damage Inflicted on Massacre Attacks
+50% Science Effectiveness - Crime
-80% Thief Losses
+1% Extra Stealth Per Tick
Convert Specialists into Elites on Attack
Elite gets +1 defensive strength
Elite gets +4 offensive strength
Train Thieves with Credits
Invisibility, Pitfalls and Guile
Subdue Wizards
Steal War Horses
Halflings are masters of subterfuge, executing precise and calculated operations with unmatched skill. When they launch a Sneak Attack, their innate cunning ensures their thieves evade capture.
Upon activation, all Thievery losses on operations are reduced by 75% until next day.
24 Utopian Days
Until use or next day.
-100% Wizards killed on failed spells
+50% Science Effectiveness - Channeling
+50% Science Effectiveness - Sorcery
+1% Extra Mana Per Tick
Elite gets +2 defensive strength
Elite gets +4 offensive strength
Homes hold 15 population
Self Spell Mana Cost Reduced by 1
Convert Specialists into Elites on Attack
Reflect Magic, Quick Feet, Mystic Aura, Fools Gold and Mind Focus
Dark Elves draw on dark forces to channel a powerful burst of energy, allowing them a chance to unleash a secondary, high-impact effect.
When activated, there is a 20% chance to cast successful offensive spells again at no mana cost for the next 8 Days.
24 Utopian Days
8 Utopian Days
-35% Battle Losses - Ambush
+15% Battle Gains
+50% Dragon slaying strength
+10% Offensive Military Efficiency
Convert Specialists into Elites on Attack
Elite gets +5 offensive strength
Offensive specialist gets +1 strength
Access Conquest regardless of Net Worth
Fanaticism and Town Watch
Dryads wield the ancient power of the forest, extending their enchanted roots deep into enemy lands. With each successful attack, these roots sap the vitality of their foes, leaving devastation in their wake as they drain the very life essence of entire populations.
On successful attacks, Dryads extend their enchanted roots into enemy lands, draining vitality and destroying 1.5% of their entire population.
Here is the effects of all possible rituals.
Affluent | Income +10%, -20% Draft Cost and Draft Speed +20% |
---|---|
Benediction | +15% BE, +50% pop growth, +10% Flat Rate Building Production |
Barrier | -25% Instant Spell damage and Thief Sabotage damage from enemies and +25% Defensive WPA/TPA |
Expedient | -30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & +20% Wizard Production |
Expropriation | +15% combat gains, +15% Honor gains, +20% Specialist and Build credits |
Fleetfoot | -10% Attack time, -10% Offensive Military Casualties |
Havoc | Increases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 20% & Instant Spell damage and Sabotage Damage by 20% |
Onslaught | Increases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15% |
Stalwart | +10% Defensive Military Efficiency (DME) & -15% Defensive Military Casualties |
Here are the effects of each Stance
Normal | None |
---|---|
Defensive | +10% DME, -20% Build Time and Costs, -10% Enemy gains, +20% Attack time, -10% OME |
Aggressive | +10% Battle (Resource) Gains, +50% Bravery Gains, +15% Military Casualties |
Here are the effects of all possible dragons.
Emerald | +25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat |
---|---|
Ruby | Reduces military effectiveness by 15%, Increase military wages by 30% and lose 30% of new draftees |
Sapphire | -30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt |
Topaz | -30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 days thereafter |
Amethyst | -15% science effectiveness and effects as if 2 cast of Amnesia were successful on each province instantly and every 6 days |